Интерфейс, предоставляющий прямой доступ к функциям рисования Unity.
Это высокоуровневый доступ к функциям оптимизированного рисования мешей Unity.
activeColorBuffer | Активный в настоящий момент буфер цвета (Read Only). |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | Активный в настоящий момент буфер глубины (Read Only). |
activeTier | Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. |
Blit | Копирует текстуру-источник в текстуру, предназначенную для рендеринга. |
BlitMultiTap | Копирует текстуру-источник в конечную текстуру для многоэтапного шейдера. |
ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
ConvertTexture | This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. |
CopyTexture | Copy texture contents. |
CreateGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |
DrawMesh | Рисует меш. |
DrawMeshInstanced | Draw the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
DrawMeshNow | Немедленно рисует меш. |
DrawProcedural | Draws procedural geometry on the GPU. |
DrawProceduralIndirect | Draws procedural geometry on the GPU. |
DrawTexture | Рисует текстуру в координатах экрана. |
ExecuteCommandBuffer | Execute a command buffer. |
ExecuteCommandBufferAsync | Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:CommandBuffer.BeginSampleCommandBuffer.CopyCounterValueCommandBuffer.CopyTextureCommandBuffer.CreateGPUFenceCommandBuffer.DisableShaderKeywordCommandBuffer.DispatchComputeCommandBuffer.EnableShaderKeywordCommandBuffer.EndSampleCommandBuffer.GetTemporaryRTCommandBuffer.GetTemporaryRTArrayCommandBuffer.IssuePluginEventCommandBuffer.ReleaseTemporaryRTCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeIntParamCommandBuffer.SetComputeIntParamsCommandBuffer.SetComputeMatrixArrayParamCommandBuffer.SetComputeMatrixParamCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.SetComputeVectorArrayParamCommandBuffer.SetGlobalBufferCommandBuffer.SetGlobalColorCommandBuffer.SetGlobalFloatCommandBuffer.SetGlobalFloatArrayCommandBuffer.SetGlobalIntCommandBuffer.SetGlobalMatrixCommandBuffer.SetGlobalMatrixArrayCommandBuffer.SetGlobalTextureCommandBuffer.SetGlobalVectorCommandBuffer.SetGlobalVectorArrayCommandBuffer.WaitOnGPUFenceAll of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue. |
SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
SetRenderTarget | Устанавливает текущую цель рендера (цель рендера - то, куда производится рендеринг). |
WaitOnGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |